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@ -1,6 +1,6 @@ |
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/******************************************************************************************* |
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* |
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* raylib [shaders] example - demonstrates how you can use your own simple shaders in raylib |
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* raylib [shaders] example - Simple shader |
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* |
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* This example has been created using raylib 2.5 (www.raylib.com) |
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) |
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@ -11,28 +11,23 @@ |
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* |
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******************************************************************************************** |
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* |
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* after a model is loaded it has a default material, this material can be modified in place |
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* rather than creating one from scratch... |
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* While all of the MAPs have particular names, they can be used for any purpose |
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* Three of the MAP are applied as cubic maps (see below) |
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* After a model is loaded it has a default material, this material can be |
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* modified in place rather than creating one from scratch... |
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* While all of the maps have particular names, they can be used for any purpose |
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* except for three maps that are applied as cubic maps (see below) |
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* |
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********************************************************************************************/ |
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#include <stddef.h> |
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#include "raylib.h" |
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#include "raymath.h" |
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#define screenWidth 1280 |
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#define screenHeight 720 |
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int main(void) |
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{ |
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// Initialization |
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//-------------------------------------------------------------------------------------- |
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const int screenWidth = 800; |
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const int screenHeight = 450; |
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InitWindow(screenWidth, screenHeight, "raylib - simple shader"); |
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// Define the camera to look into our 3d world |
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@ -43,71 +38,64 @@ int main(void) |
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camera.fovy = 45.0f; |
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camera.type = CAMERA_PERSPECTIVE; |
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// three models to show the shader on |
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// Define our three models to show the shader on |
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Mesh torus = GenMeshTorus(.3, 1, 16, 32); |
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Model model1 = LoadModelFromMesh(torus); |
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Mesh cube = GenMeshCube(.8,.8,.8); |
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Model model2 = LoadModelFromMesh(cube); |
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// this one un shaded just so we can see the gaps in the other two |
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// Generate model to be shaded just to see the gaps in the other two |
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Mesh sphere = GenMeshSphere(1, 16, 16); |
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Model model3 = LoadModelFromMesh(sphere); |
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// load the shader |
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Shader shader = LoadShader("resources/shaders/glsl330/mask.vs", |
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"resources/shaders/glsl330/mask.fs"); |
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// apply the diffuse texture (colour map) |
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Texture tex = LoadTexture("resources/plasma.png"); |
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model1.materials[0].maps[MAP_DIFFUSE].texture = tex; |
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model2.materials[0].maps[MAP_DIFFUSE].texture = tex; |
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// using MAP_EMISSION as a spare slot to use for 2nd texture |
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// dont use MAP_IRRADIANCE, MAP_PREFILTER, or MAP_CUBEMAP |
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// as they are bound as cube maps (which don't see to work at all on my machine!) |
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Texture maskTx = LoadTexture("resources/mask.png"); |
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model1.materials[0].maps[MAP_EMISSION].texture = maskTx; |
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model2.materials[0].maps[MAP_EMISSION].texture = maskTx; |
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// Load the shader |
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Shader shader = LoadShader("resources/shaders/glsl330/mask.vs", "resources/shaders/glsl330/mask.fs"); |
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// Load and apply the diffuse texture (colour map) |
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Texture texDiffuse = LoadTexture("resources/plasma.png"); |
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model1.materials[0].maps[MAP_DIFFUSE].texture = texDiffuse; |
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model2.materials[0].maps[MAP_DIFFUSE].texture = texDiffuse; |
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// Using MAP_EMISSION as a spare slot to use for 2nd texture |
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// NOTE: Don't use MAP_IRRADIANCE, MAP_PREFILTER or MAP_CUBEMAP |
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// as they are bound as cube maps |
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Texture texMask = LoadTexture("resources/mask.png"); |
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model1.materials[0].maps[MAP_EMISSION].texture = texMask; |
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model2.materials[0].maps[MAP_EMISSION].texture = texMask; |
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shader.locs[LOC_MAP_EMISSION] = GetShaderLocation(shader, "mask"); |
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// frame is incremented each frame to animate the shader |
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int shaderFrame = GetShaderLocation(shader, "frame"); |
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// Frame is incremented each frame to animate the shader |
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int shaderFrame = GetShaderLocation(shader, "framesCounter"); |
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// apply the shader to the two models |
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// Apply the shader to the two models |
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model1.materials[0].shader = shader; |
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model2.materials[0].shader = shader; |
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// frame counter |
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int frame = 0; |
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// model rotation |
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Vector3 ang = { 0 }; |
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int framesCounter = 0; |
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Vector3 rotation = { 0 }; // Model rotation angles |
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SetTargetFPS(60); // Set to run at 60 frames-per-second |
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//-------------------------------------------------------------------------------------- |
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// Main game loop |
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while (!WindowShouldClose()) // Detect window close button or ESC key |
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{ |
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// Update |
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//---------------------------------------------------------------------------------- |
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framesCounter++; |
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rotation.x += 0.01f; |
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rotation.y += 0.005f; |
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rotation.z -= 0.0025f; |
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frame ++; |
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ang.x += 0.01; |
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ang.y += 0.005; |
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ang.z -= 0.0025; |
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// animate the shader |
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SetShaderValue(shader, shaderFrame, &frame, UNIFORM_INT); |
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// Send frames counter to shader for animation |
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SetShaderValue(shader, shaderFrame, &framesCounter, UNIFORM_INT); |
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// rotate one of the models |
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model1.transform = MatrixRotateXYZ(ang); |
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// Rotate one of the models |
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model1.transform = MatrixRotateXYZ(rotation); |
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UpdateCamera(&camera); |
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//---------------------------------------------------------------------------------- |
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// Draw |
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//---------------------------------------------------------------------------------- |
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@ -124,11 +112,10 @@ int main(void) |
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EndMode3D(); |
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DrawFPS(10, 10); |
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DrawRectangle(16, 698, MeasureText(FormatText("Frame: %i", framesCounter), 20) + 8, 42, BLUE); |
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DrawText(FormatText("Frame: %i", framesCounter), 20, 700, 20, WHITE); |
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int l = MeasureText(FormatText("Frame %i", frame), 20); |
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DrawRectangle(16, 698, l+8, 42, BLUE); |
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DrawText(FormatText("Frame %i", frame), 20, 700, 20, WHITE); |
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DrawFPS(10, 10); |
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EndDrawing(); |
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//---------------------------------------------------------------------------------- |
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@ -136,18 +123,17 @@ int main(void) |
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// De-Initialization |
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//-------------------------------------------------------------------------------------- |
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UnloadModel(model1); |
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UnloadModel(model2); |
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UnloadModel(model3); |
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UnloadTexture(tex); |
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UnloadTexture(maskTx); |
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UnloadShader(shader); |
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UnloadTexture(texDiffuse); // Unload default diffuse texture |
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UnloadTexture(texMask); // Unload texture mask |
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UnloadShader(shader); // Unload shader |
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CloseWindow(); // Close window and OpenGL context |
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CloseWindow(); // Close window and OpenGL context |
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//-------------------------------------------------------------------------------------- |
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return 0; |
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} |
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